#include "..\script_component.hpp" /* * Author: BaerMitUmlaut, ulteq * Handles any audible, visual and physical effects of fatigue. * * Arguments: * 0: Unit * 1: Fatigue * 2: Overexhausted * 3: Forward Angle * 4: Side Angle * * Return Value: * None * * Example: * [_player, 0.5, 3.3, true, 0, 0] call ace_advanced_fatigue_fnc_handleEffects * * Public: No */ params ["_unit", "_fatigue", "_overexhausted", "_fwdAngle", "_sideAngle"]; // - Audible effects ---------------------------------------------------------- GVAR(lastBreath) = GVAR(lastBreath) + 1; if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then { if (!isGameFocused) exitWith {}; switch (true) do { case (_fatigue < 0.6): { playSound (QGVAR(breathLow) + str (floor random 6)); }; case (_fatigue < 0.85): { playSound (QGVAR(breathMid) + str (floor random 6)); }; default { playSound (QGVAR(breathMax) + str (floor random 6)); }; }; GVAR(lastBreath) = 0; }; // - Visual effects ----------------------------------------------------------- GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1; if (GVAR(ppeBlackoutLast) == 1) then { GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; GVAR(ppeBlackout) ppEffectCommit 1; } else { if (_fatigue > 0.85) then { if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then { GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2,2,0,0,0,0.1,0.5]]; GVAR(ppeBlackout) ppEffectCommit 1; GVAR(ppeBlackoutLast) = 0; }; }; }; // - Physical effects --------------------------------------------------------- if (GVAR(isSwimming)) exitWith { if (GVAR(setAnimExclusions) isEqualTo []) then { _unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true]; }; if (isSprintAllowed _unit && _fatigue > 0.7) then { // small checks like these are faster without lazy eval [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if (!isSprintAllowed _unit && _fatigue < 0.7) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; }; // If other components are setting setAnimSpeedCoef, do not change animSpeedCoef if (getAnimSpeedCoef _unit != 1 && {GVAR(setAnimExclusions) isEqualTo []}) then { TRACE_1("reset",getAnimSpeedCoef _unit); _unit setAnimSpeedCoef 1; }; if (!isForcedWalk _unit && _fatigue >= 1) then { // small checks like these are faster without lazy eval [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if (isForcedWalk _unit && _fatigue < 0.7) then { [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); } else { // Forward angle is the slope of the terrain, side angle simulates the unevenness/roughness of the terrain if (isSprintAllowed _unit && {_fatigue > 0.7 || abs _fwdAngle > 20 || abs _sideAngle > 20}) then { [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if (!isSprintAllowed _unit && _fatigue < 0.6 && abs _fwdAngle < 20 && abs _sideAngle < 20) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; }; }; _unit setVariable [QGVAR(aimFatigue), _fatigue];